1) Description for the different AI skills (in CfgAISkill).2) The meaning of the four parameter of an CfgAISkill value.3) Confirm their value range (0-1 or different).4) How does the unit skill/setSkill/super AI related to CfgAISkill andsetSkill array.5) Are these different skills affected/changed while playing (forexample by suppression/fleeing/morale/unit presence).6) Does SuperAI set all individual skills to the maximum.

Details: AI with a skill value at or lower than low_skill_value will have a low_skill_spotting_probability chance of spotting a target. AI with a skill value at or above high_skill_value will have ahigh_skill_spotting_probability chance of spotting a target.Is it two pairs of skill level for units below a given unit skill or above.

Like ... = {0.3,0.5,0.7,0.9};

An AI unit with unit skill below 0.3 have the given skill at 0.5. Units about 0.7 have it at 0.9.

3) In between 0.3 and 0.7 there is probably a lineral correlationbetween given the unit between 0.5 and 0.9. Or how does it work?

4) Can you please confirm their value range to be 0-1. Or is that nottrue for every skill?

5) How does the AI skill one sets in difficulty interacts with the unitskill one sets in the editor?

I am also interested in knowing how this works and what effect it has. I have noticed that setting values in cfgAISkill via a config override does not actually affect the skills array for any given unit. The skills array seems to always default to whatever overall skill value has been set (in the editor) for that unit.

I would have expected that the skills array for units would be modified based on the parameters set per unit skill in CfgAISkill. More details can be found in this post on the forums;